Weird, Fungus

Large plant, unaligned

Armor Class 15 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 13 (+1)

Skills Perception +5, Stealth +5
Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Ambusher. In the first round of combat, the fungus weird has advantage on attack rolls against any creature it has surprised.
  • Camouflage. The fungus weird has advantage on Dexterity (Stealth) checks it makes while in its pool.
  • Fungus Bound. A fungus weird’s “pool” is not a pool at all, but an entanglement of leaves, branches, mosses, fungi, and plants. The fungus weird dies if it leaves this area or if the area is destroyed. A creature that enters the fungus weird’s pool must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants. A creature restrained by the plants can use its action to make a DC 13 Strength check, freeing itself on a success.
  • Rejuvenation. A destroyed fungus weird reforms in 24 hours if its pool is still intact, regaining all its hit points and becoming active again.
  • Surprise Attack. If the fungus weird surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) damage from the attack.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the fungus weird can’t grapple another target.
  • Sleep Spores. The fungus weird ejects spores at one creature it can see within five feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for one minute. The poisoned creature is incapacitated as it slumbers. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

ABOUT

Fungus weirds are masses of fungi, mosses, and plants from other planes. They have a degree of sentience and can be communicated with, though their thought process, wants, and needs are truly alien. At rest, the fungus weird looks like a pile of brambles, downed limbs, fungi, and mosses. When roused, it can extend a 10-foot-long serpentine body or stalk and attack with surprising speed. Their spores can induce sleep, leaving a victim to lie in slumber while the weird decides if it is going to eat it or not.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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